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Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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Alright guys, I had this cool combat trick planned for a theoretical magus of mine, but in the spirit of this thread, I'll share it.

A duelist-themed magus with Improved Disarm could Spell Combat with a casting of true strike, casting his spell first then following up with a disarm at a +18.

Bonus points if said magus did it with his hands free, and then started using the enemies weapon against them for subsequent attacks.

He'd also get extra style points if he had Equipment Trick: Heavy Blade Scabbard.

Quote:
Capture Weapon (Improved Disarm): When you successfully disarm an opponent’s manufactured weapon, as a free action you may flip the disarmed weapon into your scabbard so long as the weapon would fit there. If you are not holding the scabbard in hand and attempt this, you have a –4 penalty on the disarm check. At the GM’s discretion, you can also use this trick on any item the opponent is holding as long as it would fit in your scabbard (such as a wand). You can only use this trick if you are wearing or holding your empty scabbard.

With this combination, a magus fighting with an empty scabbard and an open hand could Spell Combat true strike to use Improved Disarm at a +18 over CMB, disarm his opponent's blade in a flourish before sheathing the weapon into his open scabbard, drop it to the ground and draw his own sword with Quick Draw. Top it off with a snarky remark, and we're all set.

"Alright then, let's begin."

Mmmmm, the flavor.

Silver Crusade 3/5

Only characters with Gunsmithing can purchase firearms (and only if they have enough Fame). However, anyone can use them, even without proficiency. If you have a gunslinger with extra guns, you can pass them out to other PCs to use. If they are masterwork or magical, they are effectively at –3 to hit, but target touch AC, which is usually a good trade off.

At the start of The Waking Rune, my gunslinger handed her double-barreled musket to the ninja, "I see you have a light crossbow. Try this out instead." (Poor ninja fired twice and hit both times, but it didn't save her life, unfortunately.)


Katisha wrote:

I had a Bard that would use True Strike, a Whip and Unseen Servant... just think about it.

"Jeeve's, get any weapons people drop within 20 feet of me and bring them to me...."...

I recently did that at a critcal moment, though I had a helpful halfling PC instead of an invisible servant.

I had another case where a wizard used true strike to Steal a Redcap's red cap, and then torch it in front of his eyes with a burning hands spell. Good times!

I am working on a grippli that can disarm with a whip or its tongue, and then use its tongue to collect the weapon at range in the same round.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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The Fox wrote:
Jiggy wrote:

Getting back on track...

Most people use true strike purely for the "if I don't roll a 1, then I hit" effect, but the +20 on your attack roll can be more meaningful than that:

Bull rush (and a couple other maneuvers) care not only about whether or not you beat the target number, but by how much. Thus, if you use true strike on a bull rush and roll decently, you can launch your enemy as much as 20ft further than you're normally capable of.

It's like déjà vu all over again. ;)

Gimme a break, I've slept since then!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Jiggy wrote:
Gimme a break, I've slept since then!

What would you care to have broken?

*Innocent look*

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Mistwalker wrote:
Jiggy wrote:
Gimme a break, I've slept since then!

What would you care to have broken?

*Innocent look*

Break me off a piece of that Kit-Kat bar.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Eidolons at later levels can take swallow whole, large size, grab, and burrow to swallow a baddy, dig underground then get dismissed and leave them there to die. :)
Just don't do it if they have good loot. ;)

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber
♣♠Magic♦♥ wrote:

Eidolons at later levels can take swallow whole, large size, grab, and burrow to swallow a baddy, dig underground then get dismissed and leave them there to die. :)

Just don't do it if they have good loot. ;)

You'd have to get the timing right; I guess you'd have the summoner 'ready' his standard to dismiss the Eidolon when it had buried itself.

That's hoping the poor soul wasn't taken back to whatever plane of existence goes when your Eidolion leaves the material plane.

Mind you you need to to be level 9 to select Swallow Whole and Burrow and there is a huge cost to make your Large or Huge (or go Large and use the spell).

It's a nice idea thematically... I'd just make sure you have a details ready for your GM on suffocation.


Who/why was that listed as FAQ?

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

not sure? but Summoners are 'broken' /sigh

a quick reading of the evolutions on the PRD shows that you are fine.

The Exchange 5/5

♣♠Magic♦♥ wrote:
Who/why was that listed as FAQ?

as to who I have no idea, as to why...

if you swallow something, then plane shift, does your stomach contents stay behind?

If a summoned demon eats someone, then is dismissed, is the body left behind?

I have no idea of the answer to these questions ... in a home game I know how I would rule them, but in PFS? I can see asking for a FAQ...

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber
nosig wrote:
I have no idea of the answer to these questions ... in a home game I know how I would rule them, but in PFS? I can see asking for a FAQ...

I am happy to leave it as GM call - if swallowed person stay's on Golarion he is going to have a bad time. If he/she goes somewhere else then that's where they stay.

As soon as we get a ruling on 'where' and Eidolon goes we start to lose...

The Exchange 5/5

1 person marked this as a favorite.
lastblacknight wrote:
nosig wrote:
I have no idea of the answer to these questions ... in a home game I know how I would rule them, but in PFS? I can see asking for a FAQ...

I am happy to leave it as GM call - if swallowed person stay's on Golarion he is going to have a bad time. If he/she goes somewhere else then that's where they stay.

As soon as we get a ruling on 'where' and Eidolon goes we start to lose...

I do not understand your last line.

I am less happy leaving it a judges call - I don't like rules that change from table to table, or from scenario to scenario (for the same judge) or from encounter to encounter (with a judge saying "it works like XXX this time, not like last time"...

when I sit down at a table, I would like to know what my PC can do - and not have that change from minute to minute at whim....

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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Did you know you could make a penitent dhampir paladin that uses lay on hands as a form of religious self-flagellation?

I have yet to make this work in his benefit mechanically.

Lantern Lodge 5/5

For 1,000 gold you can be nearly immune to falling damage, always land on your feet, and, most importantly, look a few inches taller:

Boots of the Cat

Sovereign Court 4/5 5/55/55/55/5 ****

Walter Sheppard wrote:

Did you know you could make a penitent dhampir paladin that uses lay on hands as a form of religious self-flagellation?

I have yet to make this work in his benefit mechanically.

How about adding a level or 2 of bloodrager? Rage, get fatigued, Lay on Hands w/ mercy to remove fatigue/self flagellate?

Dark Archive 4/5 5/5 ****

Here is something I learned tonight (thank you, James Krolak)...

Going up or down stairs is NOT difficult terrain, nor is it a climb check!

CRB 415 wrote:

Stairs

Stairs are the most common means of traveling up and down within a dungeon. A character can move up or down stairs as part of their movement without penalty, but they cannot run on them. Increase the DC of any Acrobatics skill check made on stairs by 4. Some stairs are particularly steep and are treated as difficult terrain.

This is something we've been doing a lot WRONG locally. Time to start fixing it!

5/5 5/55/55/5

Silbeg wrote:


This is something we've been doing a lot WRONG locally. Time to start fixing it!

Could very easily vary by the stairs.

The Exchange 5/5

Silbeg wrote:

Here is something I learned tonight (thank you, James Krolak)...

Going up or down stairs is NOT difficult terrain, nor is it a climb check!

CRB 415 wrote:

Stairs

Stairs are the most common means of traveling up and down within a dungeon. A character can move up or down stairs as part of their movement without penalty, but they cannot run on them. Increase the DC of any Acrobatics skill check made on stairs by 4. Some stairs are particularly steep and are treated as difficult terrain.
This is something we've been doing a lot WRONG locally. Time to start fixing it!

thanks!

but knowing my luck, I'm going to get the judges that rule all stairs "are particularly steep and are treated as difficult terrain."

But I'm going to start doing this! So that's one judge corrected...

The Exchange 5/5

BigNorseWolf wrote:
Silbeg wrote:


This is something we've been doing a lot WRONG locally. Time to start fixing it!

Could very easily vary by the stairs.

could very easily vary by the Judge (even "...steep for you, not for the monsters...")

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber
nosig wrote:
lastblacknight wrote:
As soon as we get a ruling on 'where' and Eidolon goes we start to lose...

I do not understand your last line.

I am less happy leaving it a judges call - I don't like rules that change from table to table, or from scenario to scenario (for the same judge) or from encounter to encounter (with a judge saying "it works like XXX this time, not like last time"...

when I sit down at a table, I would like to know what my PC can do - and not have that change from minute to minute at whim....

The rules on Summoning and Banishing an Eidolon are deliberately vague - they mention a 'home plane' which thankfully allows for some flexibility.

If you actually define the location of the home plane; then the flexibility is lost as more is defined. i.e. If Eidolons came from the Plane of Shadow then one might start to make assumptions. As it is the Eidolon is not changing by the minute and the flexibility remains the that Eidolon is banished/summoned from any home plane (but without the added baggage and without opening the door to further abuse and complication like; "..but I am from from the plane of shadow and have these traits etc..."

5/5 5/55/55/5

nosig wrote:

could very easily vary by the Judge (even "...steep for you, not for the monsters...")

Well thats cheating. (unless the monsters are say, 30 feet tall. I'd imagine that if the welcome mat to a house says "fee fi foe thumb" the stairs are easy for him but difficult for you)

Grand Lodge 4/5

BigNorseWolf wrote:
nosig wrote:

could very easily vary by the Judge (even "...steep for you, not for the monsters...")

Well thats cheating. (unless the monsters are say, 30 feet tall. I'd imagine that if the welcome mat to a house says "fee fi foe thumb" the stairs are easy for him but difficult for you)

If the monsters have a climb speed, the stairs wouldn't be difficult terrain for them, now would they?

Voice in the Void:
There is a swarm with a climb speed in the first room after what the scenario deliberately calls steep stairs that are slime and mold coated. It takes an acrobatics check to move down them at more than a 5' step speed.

Since it is a Tier 1-5, it is possible to have a low level party in there without anything to handle swarms... There are some lanterns, maybe, upstairs. Up 40' of these slimy stairs. Yeah, unprepared party=TPK

Shadow Lodge 4/5

kinevon wrote:
BigNorseWolf wrote:
nosig wrote:

could very easily vary by the Judge (even "...steep for you, not for the monsters...")

Well thats cheating. (unless the monsters are say, 30 feet tall. I'd imagine that if the welcome mat to a house says "fee fi foe thumb" the stairs are easy for him but difficult for you)

If the monsters have a climb speed, the stairs wouldn't be difficult terrain for them, now would they?

** spoiler omitted **

TPK? Yes, it was!

Liberty's Edge

Adamantine weapons are a pretty good substitute for Disable Device and/or puzzle-solving skills.

4/5 ****

5 people marked this as a favorite.
Rules wrote:
Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

A bit a rules that almost nobody seems to know/care about except for me.

5/5 5/55/55/5

1 person marked this as a favorite.
Pirate Rob wrote:
Rules wrote:
Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.
A bit a rules that almost nobody seems to know/care about except for me.

I think being adamantite changes this considerably. The reason you don't break up stone with an axe is because the stone and axe are both pretty hard, and the axe isn't reinforced enough to take the hit. Make the axe out of something much harder than stone and you can swing away with aplomb. I used a splitting maul against a rock we needed out of the way and it worked great. (filing it back into shape afterwards, not so much)

Even a spear or a sword is effectively a digging bar.

It does say "little effect" though, not no effect. By the time you're down to using the Dwarven lockpick ANY damage will be welcome.

Dark Archive 5/5 *

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when your weapon has an expanded crit/threat range, you still have to hit the opp. ac on anything other than a nat 20. If so, then you roll to confirm. I would say darn near all the players in my area all go ahead and roll to confirm whenever they roll in the threat range.
Granted you will still hit opp. ac 99% of the time anyway, but at lower levels a nat 15 with a scimitar still might not hit.

2/5

A wand of Faerie Fire is 2 PP and it gives you 50 uses of saying 'No' to invisibility. You have to be a UMD user (or Druid) to use it, but it's still an incredibly cheap solution. This just occurred to me. Not sure why noone in my area has thought of this yet.


2 people marked this as a favorite.

Also, There is such a thing as a silencer for your gun, Oil of silence is 250 gp and makes your gun silent for 1hr.

Grand Lodge 5/5

nosig wrote:
Silbeg wrote:

Here is something I learned tonight (thank you, James Krolak)...

Going up or down stairs is NOT difficult terrain, nor is it a climb check!

CRB 415 wrote:

Stairs

Stairs are the most common means of traveling up and down within a dungeon. A character can move up or down stairs as part of their movement without penalty, but they cannot run on them. Increase the DC of any Acrobatics skill check made on stairs by 4. Some stairs are particularly steep and are treated as difficult terrain.
This is something we've been doing a lot WRONG locally. Time to start fixing it!

thanks!

but knowing my luck, I'm going to get the judges that rule all stairs "are particularly steep and are treated as difficult terrain."

But I'm going to start doing this! So that's one judge corrected...

Many scenarios call out the stairs in them specifically to be difficult terrain.

Also, I dont know whether you meant it to come off this way or not, but your 'one judge corrected' statement comes off rather snobbish. As if you feel the need to correct a GM with every possible chance.

Silver Crusade 3/5

hotsauceman wrote:

Also, There is such a thing as a silencer for your gun, Oil of silence is 250 gp and makes your gun silent for 1hr.

Be careful though: it also may well tick off all the spellcasters in your party, and makes healing you a bit more problematic, even from a wand.

(And, I think it is 300 gp)

The Exchange 5/5

Seth Gipson wrote:
nosig wrote:
Silbeg wrote:

Here is something I learned tonight (thank you, James Krolak)...

Going up or down stairs is NOT difficult terrain, nor is it a climb check!

CRB 415 wrote:

Stairs

Stairs are the most common means of traveling up and down within a dungeon. A character can move up or down stairs as part of their movement without penalty, but they cannot run on them. Increase the DC of any Acrobatics skill check made on stairs by 4. Some stairs are particularly steep and are treated as difficult terrain.
This is something we've been doing a lot WRONG locally. Time to start fixing it!

thanks!

but knowing my luck, I'm going to get the judges that rule all stairs "are particularly steep and are treated as difficult terrain."

But I'm going to start doing this! So that's one judge corrected...

Many scenarios call out the stairs in them specifically to be difficult terrain.

Also, I dont know whether you meant it to come off this way or not, but your 'one judge corrected' statement comes off rather snobbish. As if you feel the need to correct a GM with every possible chance.

"I'm going to start doing this!" as in I have been doing this wrong in the past... "So that's one judge corrected..." I'm the judge he just corrected...

How is this snobbish? In fact I think I said "Thanks!" at the start of the post for his correcting me...

But just in case... Silbeg, thank you for correcting me. I will try to do it correctly in the future!

Silver Crusade 3/5

Seth Gipson wrote:
nosig wrote:


But I'm going to start doing this! So that's one judge corrected...

...

Also, I dont know whether you meant it to come off this way or not, but your 'one judge corrected' statement comes off rather snobbish. As if you feel the need to correct a GM with every possible chance.

I think he meant that this tidbit has corrected him. Not that he would be correcting others.

Edit: nosig is a ninja!

5/5 5/55/55/5

Jason Hanlon wrote:
A wand of Faerie Fire is 2 PP and it gives you 50 uses of saying 'No' to invisibility. You have to be a UMD user (or Druid) to use it, but it's still an incredibly cheap solution. This just occurred to me. Not sure why noone in my area has thought of this yet.

Getting a bead on the invisible thing to within 10 feet can be a little tricky/table varationy.

Grand Lodge 5/5

nosig wrote:


"I'm going to start doing this!" as in I have been doing this wrong in the past... "So that's one judge corrected..." I'm the judge he just corrected...
How is this snobbish? In fact I think I said "Thanks!" at the start of the post for his correcting me...

But just in case... Silbeg, thank you for correcting me. I will try to do it correctly in the future!

Didnt realize you were talking about yourself. That changes the entire context of the post. Apologies. :)

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

BigNorseWolf wrote:
Jason Hanlon wrote:
A wand of Faerie Fire is 2 PP and it gives you 50 uses of saying 'No' to invisibility. You have to be a UMD user (or Druid) to use it, but it's still an incredibly cheap solution. This just occurred to me. Not sure why noone in my area has thought of this yet.

Getting a bead on the invisible thing to within 10 feet can be a little tricky/table varationy.

Darn you table variation!

*shakes fist*

We already know my take on the topic of using Perception to listen for Stealthed foes, but let's assume a GM wants to make it difficult to pinpoint a hidden creature's location.

Let's not forget that a wand of faerie fire is still good for negating " the concealment normally provided by darkness, blur, and displacement."

So it's still pretty good for a 2 PP investment.

The Exchange 5/5

Walter Sheppard wrote:
BigNorseWolf wrote:
Jason Hanlon wrote:
A wand of Faerie Fire is 2 PP and it gives you 50 uses of saying 'No' to invisibility. You have to be a UMD user (or Druid) to use it, but it's still an incredibly cheap solution. This just occurred to me. Not sure why noone in my area has thought of this yet.

Getting a bead on the invisible thing to within 10 feet can be a little tricky/table varationy.

Darn you table variation!

*shakes fist*

We already know my take on the topic of using Perception to listen for Stealthed foes, but let's assume a GM wants to make it difficult to pinpoint a hidden creature's location.

Let's not forget that a wand of faerie fire is still good for negating " the concealment normally provided by darkness, blur, and displacement."

So it's still pretty good for a 2 PP investment.

I have one! been using it for several seasons (UMD). But then I have something like a dozen wands of different kinds... I am after all, Da Wand-er! LOL!

4/5

4 people marked this as a favorite.
Walter Sheppard wrote:

Darn you table variation!

*shakes fist*

None shall escape my wrath!

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Table Variation wrote:
Walter Sheppard wrote:

Darn you table variation!

*shakes fist*

None shall escape my wrath!

I must confess that I posted that in the hopes that you would reply.

I was not disappointed.

Grand Lodge 4/5 * Venture-Agent, Texas—Houston

4 people marked this as a favorite.
The Fox wrote:
hotsauceman wrote:

Also, There is such a thing as a silencer for your gun, Oil of silence is 250 gp and makes your gun silent for 1hr.

Be careful though: it also may well tick off all the spellcasters in your party, and makes healing you a bit more problematic, even from a wand.

(And, I think it is 300 gp)

An oil of the spell Silence is indeed 300gp.

An Oil of Silence is a specific magic item which silences only a single target firearm.

Curse you duplicate named items!

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Kelly Youngblood wrote:
The Fox wrote:
hotsauceman wrote:

Also, There is such a thing as a silencer for your gun, Oil of silence is 250 gp and makes your gun silent for 1hr.

Be careful though: it also may well tick off all the spellcasters in your party, and makes healing you a bit more problematic, even from a wand.

(And, I think it is 300 gp)

An oil of the spell Silence is indeed 300gp.

An Oil of Silence is a specific magic item which silences only a single target firearm.

Curse you duplicate named items!

You can't make an oil of the spell silence, because it effects an area; it doesn't have a target (even though you can center the area on an object so it will move with it. It's weird).

The Exchange 5/5

RainyDayNinja wrote:
Kelly Youngblood wrote:
The Fox wrote:
hotsauceman wrote:

Also, There is such a thing as a silencer for your gun, Oil of silence is 250 gp and makes your gun silent for 1hr.

Be careful though: it also may well tick off all the spellcasters in your party, and makes healing you a bit more problematic, even from a wand.

(And, I think it is 300 gp)

An oil of the spell Silence is indeed 300gp.

An Oil of Silence is a specific magic item which silences only a single target firearm.

Curse you duplicate named items!

You can't make an oil of the spell silence, because it effects an area; it doesn't have a target (even though you can center the area on an object so it will move with it. It's weird).

Thanks RDN! Learned something today...

Grand Lodge 5/5

RainyDayNinja wrote:
Kelly Youngblood wrote:
The Fox wrote:
hotsauceman wrote:

Also, There is such a thing as a silencer for your gun, Oil of silence is 250 gp and makes your gun silent for 1hr.

Be careful though: it also may well tick off all the spellcasters in your party, and makes healing you a bit more problematic, even from a wand.

(And, I think it is 300 gp)

An oil of the spell Silence is indeed 300gp.

An Oil of Silence is a specific magic item which silences only a single target firearm.

Curse you duplicate named items!

You can't make an oil of the spell silence, because it effects an area; it doesn't have a target (even though you can center the area on an object so it will move with it. It's weird).

Reference please? Creating potions (and I would think Oils would be the same) only specifies that it cant be a 'Personal' spell used.

Scarab Sages 5/5

From the CRB...
Brew Potion (Item Creation)
You can create magic potions.

Prerequisite: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

The spell silence doesn't list a "Target", just an Area.

Grand Lodge 5/5

So it does. I didnt even look at the feat, just the Creating Magic Items section. :P

5/5 *****

And yet it can work in exactly the same way as Daylight as both may target an object, Silence simply lacks a target line. Stupid inconsistent spell descriptions.

Grand Lodge 4/5

The Toaster wrote:
The spell silence doesn't list a "Target", just an Area.

So I can totally cast it on an object or creature, but because the spell doesn't specifically say it targets objects, it can't be made into a potion.

Genius.

Scarab Sages 5/5

TriOmegaZero wrote:
The Toaster wrote:
The spell silence doesn't list a "Target", just an Area.

So I can totally cast it on an object or creature, but because the spell doesn't specifically say it targets objects, it can't be made into a potion.

Genius.

Almost as if it was intended to prevent it from being cast with a potion....

Shadow Lodge 4/5

The Toaster wrote:
Almost as if it was intended

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!

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